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Hash, Inc. - Animation:Master

KenH

Film
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Everything posted by KenH

  1. Yoink!....I'm going to use him in my bootcamp excercises. Ta.
  2. LOL That's insane! But I like it. Yeah, it's abit flat at the moment. The framing looks like you're trying to show off everything. But that doesn't make a good shot necessarily. You want to capture the atmosphere. So, a suggested shot might be with the left hand trunk showing a little at the left of frame (up close) while the center is on the reading chair. Then in the "distance" you have the right hand trunk to the right of the image. You might have to move stuff for that though. I think that shot would emphasis the way the character in the chair feels. Enclosed by shelves of books and cozy and hidden away in his own safe little world. The lighting might benefit from some blue rims from the surrounding "natural light". Nice modeling by the way. I envisaged the character as being either a caterpiller with character or a really old elf.
  3. She's looking great Nancy! Very unique and nice efficient spline use. Man, I can see her going loco with that hulk of a handbag!
  4. Do you mean the maps on the model? They're here on my cd drive: D:\Data\Tutorials\MakeFace\maps
  5. This is freaky....if you rewind the clip, there's one frame with the ravens that repeats itself about half way through. But it doesn't going forwards. I wanted to ask about the motion blur on the man.....was that done in post with other software? And did you use "flocking" to animate the birds or is it done by hand? Also, I was thinking that some mirages in the distance would be a cool effect if you felt like doing it.
  6. Really great. I just love widescreen. It's just so much....wide. Is that a blood stain in the pool? And are those birds real?
  7. Excellent start! What hit me when I first saw it was that his face was very long. Keep it up.
  8. You answered my problem with the hip bone. I'm just looking at the rig and wonder if there is any smartskin in it? Or is it all weighted? How did you avoid the joint scaling problem if it is? It moves great. So, are you going to start rigging the loon now? I hope it will allow for easy variation eg lengthening the arms/making hands bigger etc... Have I any more questions? No, I think that's all for now. PS I love how if you have a finger bent already and then do the hand clench pose, it will still look right ie the bent finger won't go inside the hand when it's clenched.
  9. I look forward to seeing the finished product!
  10. Just trying it and it's a very nice rig. Some things I noted that may be answered (I haven't been keeping track of the thread): 1) No finger controls...I assume you're getting to these. 2) In the image I've selected the "hips IK" bone. As you can see, it's strayed away from the middle of the body. I don't know if that can be "constrained" to stay there? Edit: OK, I've just found the pose sliders. I love the close/open fist control! Also, love the breathing controls....I wonder if they could be controlled with an expression...probably. There are alot of tabs in the slider window! I'm glad we can now access these from the properties panel as the pose slider window doesn't let you pan across.
  11. KenH

    Kapsules

    They've got lots of character! I hope you can squeeze them in somewhere.
  12. KenH

    Kapsules

    Those kows look worried! I love the almost plastercine feel to the whole thing.
  13. Your work is very polished looking. I like it.
  14. Pretty good start. I assume the starship will be getting windows. I look forward to progress on this project.
  15. What project is that for? Let's see the model!
  16. Excellent John. I can't wait to see the final! Also, if you've got any previews of the short, they'd be welcome too.
  17. That's looking better. I think you were right with alot of the question marks on the image above this one. But if it works and there's no creasing then why change it. It's not an animating part.
  18. KenH

    C-130 Hercules

    That's turing out very well. It seems very bright though.
  19. 1) Creases are caused in many ways. This image (thanks to Colin Freeman) might explain a few things. 2) You can get bias handles on some of the splines though? I'm not sure why they aren't showing on the smaller ones. Maybe they're hidden....try it in wireframe mode. 3) Can't visualize this. 4) This comes by how you have set up the splines. Ideally the splines should flow round the object. Again, I'd need to see the object to see exactly what it is. 5) I don't think so. If it's just a seperate object no. 6) Make sure they're not flipped. If you made them already and they're still not filled...just use the patch select tool to pick it and press F. Sometimes it's best to select the five points and press the period key twice to get the FFP tool active. Also, hooks can prevent it becoming active sometimes.
  20. Well, the spline that comes in from the left then goes straight up at an acute angle. It'd be more natural for it to continue straight across.
  21. Not a bad start. The arms need abit more work on them. The spline round the waist doesn't seem to be doing anything right now...maybe it could be brought up abit? Don't forget to look at the cd characters for reference.
  22. 1) http://www.hash.com/forums/index.php?showtopic=16884&hl= Also check the thread on the second page link in that thread. 2) I think the minimum is about 5x5 passes. (Don't sue me if I'm wrong!!!) 3) Don't know.
  23. If you look at the second last frame you'll see the wireframes of the two are different. The one on the left is correct. Do a final render and you'll see creasing on the right and animation will create further creasing.
  24. Good idea for a tutorial, but it's not the right way to do it. right hand side patches still has a problem patch in it. You've just placed a non continuous spline in there to get rid of the crease. That's baad. To correct it, you should break the splines and re-make them.
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